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Koobazaur

Member Since 03 Apr 2003
Offline Last Active Aug 18 2014 07:35 PM

Posts I've Made

In Topic: Top-down 2d Tile game - how to generate wall tiles?

29 July 2014 - 09:23 PM

Thanks for the responses. 

 

Yea the tiles used in my example seem a bit simplified with some restrictions (like not having very narrow walls). But if you wanted to have no restrictions and wanted to cover every possibility, then you need to account for potential wall-or-floor on any of the 8 adjacent tiles (otherwise it would not "link" correctly and you'd get artifacts). And since which means 2^8 possibilities. Or maybe my math-fu is failing me? H

 

The problem becomes more pronounced with more tight environments (i.e. rooms/corridors with lots of turns separated by just one or two walls max). Like here:

 

complex-tiles_zps18c769d8.jpg

 

Merely "corner in + corner out + wall" wouldn't cut it. I do realize a lot of those are rotated/flipped versions but I am talking about the actual # of tiles required without mirroring/rotating/layering.

 

Wouldn't mirroring/rotating/layering lead to potential glitches? You can't flip/rotate if unless your walls are symmetrical. And you can't layer some combinations, like side walls that would intersect as that would make them not connect properly. 

 

Hmm I think I will go with the Autotile solution from RPG gamer for now, as it seems to be the most dynamic. 


In Topic: Must Read Blogs for Indie Devs?

29 April 2014 - 06:49 PM

Personally, I like to follow DevBlogs for actual games moreso than general-purpose game design. I find them more practical, and based more on experience than theorizing. 

 

My 3 favorites:

Pentadact (ex-PCGamer journalist who made Gunpoint Game and now Heat Signature)

Radiator Blog (from the maker of the HL2 radiator mods)

Gaslamp Games (Dungeons of Dredmore and Clockwork Empires)

 

And as a bit of a shameless plug, here is my own devblog; currently working on my second game in Unity after releasing Postmortem: one must die


In Topic: New challenges in writing meaningful game dialogue while working on my second...

28 February 2014 - 01:48 PM

Hmm, Interesting. I am already planning on adding different "entry points" into the convo that get triggered at different times (i.e. player initiated vs. npc confronting player after spotting him trespassing) which could kind of function as modules...


In Topic: Bad experience working on Indie game

24 February 2014 - 02:46 AM

That sucks, but is the sad nature of unpaid indie projects. I've been on the reverse with my first indie game - designer looking for unpaid artists, it took me a long time to find and filter through all those who'd promise but not deliver or just stop responding to me after a while. Luckily I was finally able to find some awesome dedicated guys who stuck to the schedule, and things turned out great.


In Topic: Best GUI for adjusting parameters in tech demo?

24 February 2014 - 02:38 AM

http://cegui.org.uk/ ?


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